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@ -5064,13 +5064,13 @@ static Model LoadGLTF(const char *fileName) |
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for (unsigned int j = 0; j < data->meshes[i].primitives[p].attributes_count; j++) |
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{ |
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// Check the different attributes for every primitive |
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if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_position) // POSITION |
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if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_position) // POSITION, vec3, float |
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{ |
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cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data; |
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// WARNING: SPECS: POSITION accessor MUST have its min and max properties defined |
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if ((attribute->component_type == cgltf_component_type_r_32f) && (attribute->type == cgltf_type_vec3)) |
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if ((attribute->type == cgltf_type_vec3) && (attribute->component_type == cgltf_component_type_r_32f)) |
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{ |
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// Init raylib mesh vertices to copy glTF attribute data |
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model.meshes[meshIndex].vertexCount = (int)attribute->count; |
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@ -5081,11 +5081,11 @@ static Model LoadGLTF(const char *fileName) |
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} |
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else TRACELOG(LOG_WARNING, "MODEL: [%s] Vertices attribute data format not supported, use vec3 float", fileName); |
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} |
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else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_normal) // NORMAL |
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else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_normal) // NORMAL, vec3, float |
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{ |
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cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data; |
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if ((attribute->component_type == cgltf_component_type_r_32f) && (attribute->type == cgltf_type_vec3)) |
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if ((attribute->type == cgltf_type_vec3) && (attribute->component_type == cgltf_component_type_r_32f)) |
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{ |
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// Init raylib mesh normals to copy glTF attribute data |
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model.meshes[meshIndex].normals = RL_MALLOC(attribute->count*3*sizeof(float)); |
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@ -5095,11 +5095,11 @@ static Model LoadGLTF(const char *fileName) |
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} |
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else TRACELOG(LOG_WARNING, "MODEL: [%s] Normal attribute data format not supported, use vec3 float", fileName); |
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} |
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else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_tangent) // TANGENT |
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else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_tangent) // TANGENT, vec3, float |
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{ |
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cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data; |
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if ((attribute->component_type == cgltf_component_type_r_32f) && (attribute->type == cgltf_type_vec4)) |
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if ((attribute->type == cgltf_type_vec4) && (attribute->component_type == cgltf_component_type_r_32f)) |
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{ |
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// Init raylib mesh tangent to copy glTF attribute data |
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model.meshes[meshIndex].tangents = RL_MALLOC(attribute->count*4*sizeof(float)); |
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@ -5109,65 +5109,167 @@ static Model LoadGLTF(const char *fileName) |
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} |
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else TRACELOG(LOG_WARNING, "MODEL: [%s] Tangent attribute data format not supported, use vec4 float", fileName); |
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} |
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else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_texcoord) // TEXCOORD_0 |
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else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_texcoord) // TEXCOORD_0, vec2, float/u8n/u16n |
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{ |
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// TODO: Support additional texture coordinates: TEXCOORD_1 -> mesh.texcoords2 |
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cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data; |
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if (p">(attribute->component_type == cgltf_component_type_r_32f) && (attribute->type == cgltf_type_vec2)) |
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if (attribute->type == cgltf_type_vec2) |
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{ |
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// Init raylib mesh texcoords to copy glTF attribute data |
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model.meshes[meshIndex].texcoords = RL_MALLOC(attribute->count*2*sizeof(float)); |
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if (attribute->component_type == cgltf_component_type_r_32f) // vec2, float |
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{ |
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// Init raylib mesh texcoords to copy glTF attribute data |
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model.meshes[meshIndex].texcoords = RL_MALLOC(attribute->count*2*sizeof(float)); |
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// Load 3 components of float data type into mesh.texcoords |
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LOAD_ATTRIBUTE(attribute, 2, float, model.meshes[meshIndex].texcoords) |
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} |
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else if (attribute->component_type == cgltf_component_type_r_8u) // vec2, u8n |
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{ |
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// Init raylib mesh texcoords to copy glTF attribute data |
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model.meshes[meshIndex].texcoords = RL_MALLOC(attribute->count*2*sizeof(float)); |
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// Load data into a temp buffer to be converted to raylib data type |
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unsigned short *temp = RL_MALLOC(attribute->count*2*sizeof(unsigned char)); |
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LOAD_ATTRIBUTE(attribute, 2, unsigned char, temp); |
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// Convert data to raylib texcoord data type (float) |
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for (unsigned int t = 0; t < attribute->count*2; t++) model.meshes[meshIndex].texcoords[t] = (float)temp[t]/255.0f; |
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RL_FREE(temp); |
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} |
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else if (attribute->component_type == cgltf_component_type_r_16u) // vec2, u16n |
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{ |
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// Init raylib mesh texcoords to copy glTF attribute data |
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model.meshes[meshIndex].texcoords = RL_MALLOC(attribute->count*2*sizeof(float)); |
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// Load data into a temp buffer to be converted to raylib data type |
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unsigned short *temp = RL_MALLOC(attribute->count*2*sizeof(unsigned short)); |
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LOAD_ATTRIBUTE(attribute, 2, unsigned short, temp); |
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// Convert data to raylib texcoord data type (float) |
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for (unsigned int t = 0; t < attribute->count*2; t++) model.meshes[meshIndex].texcoords[t] = (float)temp[t]/65535.0f; |
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// Load 3 components of float data type into mesh.texcoords |
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LOAD_ATTRIBUTE(attribute, 2, float, model.meshes[meshIndex].texcoords) |
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RL_FREE(temp); |
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} |
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else TRACELOG(LOG_WARNING, "MODEL: [%s] Texcoords attribute data format not supported, use vec2 float", fileName); |
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} |
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else TRACELOG(LOG_WARNING, "MODEL: [%s] Texcoords attribute data format not supported, use vec2 float", fileName); |
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} |
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else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_color) // COLOR_0 |
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else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_color) // COLOR_0, vec3/vec4, float/u8n/u16n |
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{ |
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cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data; |
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// WARNING: SPECS: All components of each COLOR_n accessor element MUST be clamped to [0.0, 1.0] range |
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if ((attribute->component_type == cgltf_component_type_r_8u) && (attribute->type == cgltf_type_vec4)) |
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if (attribute->type == cgltf_type_vec3) // RGB |
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{ |
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// Init raylib mesh color to copy glTF attribute data |
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model.meshes[meshIndex].colors = RL_MALLOC(attribute->count*4*sizeof(unsigned char)); |
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if (attribute->component_type == cgltf_component_type_r_8u) |
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{ |
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// Init raylib mesh color to copy glTF attribute data |
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model.meshes[meshIndex].colors = RL_MALLOC(attribute->count*4*sizeof(unsigned char)); |
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// Load 4 components of unsigned char data type into mesh.colors |
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LOAD_ATTRIBUTE(attribute, 4, unsigned char, model.meshes[meshIndex].colors) |
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} |
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else if ((attribute->component_type == cgltf_component_type_r_16u) && (attribute->type == cgltf_type_vec4)) |
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{ |
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// Init raylib mesh color to copy glTF attribute data |
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model.meshes[meshIndex].colors = RL_MALLOC(attribute->count*4*sizeof(unsigned char)); |
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// Load data into a temp buffer to be converted to raylib data type |
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unsigned char *temp = RL_MALLOC(attribute->count*3*sizeof(unsigned char)); |
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LOAD_ATTRIBUTE(attribute, 3, unsigned char, temp); |
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// Load data into a temp buffer to be converted to raylib data type |
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unsigned short *temp = RL_MALLOC(attribute->count*4*sizeof(unsigned short)); |
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LOAD_ATTRIBUTE(attribute, 4, unsigned short, temp); |
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// Convert data to raylib color data type (4 bytes) |
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for (unsigned int c = 0, k = 0; c < (attribute->count*4 - 3); c += 4, k += 3) |
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{ |
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model.meshes[meshIndex].colors[c] = temp[k]; |
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model.meshes[meshIndex].colors[c + 1] = temp[k + 1]; |
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model.meshes[meshIndex].colors[c + 2] = temp[k + 2]; |
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model.meshes[meshIndex].colors[c + 3] = 255; |
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} |
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RL_FREE(temp); |
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} |
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else if (attribute->component_type == cgltf_component_type_r_16u) |
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{ |
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// Init raylib mesh color to copy glTF attribute data |
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model.meshes[meshIndex].colors = RL_MALLOC(attribute->count*4*sizeof(unsigned char)); |
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// Load data into a temp buffer to be converted to raylib data type |
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unsigned short *temp = RL_MALLOC(attribute->count*3*sizeof(unsigned short)); |
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LOAD_ATTRIBUTE(attribute, 3, unsigned short, temp); |
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// Convert data to raylib color data type (4 bytes) |
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for (unsigned int c = 0; c < attribute->count*4; c++) model.meshes[meshIndex].colors[c] = (unsigned char)(((float)temp[c]/65535.0f)*255.0f); |
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// Convert data to raylib color data type (4 bytes) |
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for (unsigned int c = 0, k = 0; c < (attribute->count*4 - 3); c += 4, k += 3) |
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{ |
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model.meshes[meshIndex].colors[c] = (unsigned char)(((float)temp[k]/65535.0f)*255.0f); |
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model.meshes[meshIndex].colors[c + 1] = (unsigned char)(((float)temp[k + 1]/65535.0f)*255.0f); |
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model.meshes[meshIndex].colors[c + 2] = (unsigned char)(((float)temp[k + 2]/65535.0f)*255.0f); |
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model.meshes[meshIndex].colors[c + 3] = 255; |
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} |
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RL_FREE(temp); |
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} |
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else if (attribute->component_type == cgltf_component_type_r_32f) |
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{ |
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// Init raylib mesh color to copy glTF attribute data |
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model.meshes[meshIndex].colors = RL_MALLOC(attribute->count*4*sizeof(unsigned char)); |
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// Load data into a temp buffer to be converted to raylib data type |
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float *temp = RL_MALLOC(attribute->count*3*sizeof(float)); |
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LOAD_ATTRIBUTE(attribute, 3, float, temp); |
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// Convert data to raylib color data type (4 bytes) |
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for (unsigned int c = 0, k = 0; c < (attribute->count*4 - 3); c += 4, k += 3) |
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{ |
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model.meshes[meshIndex].colors[c] = (unsigned char)(temp[k]*255.0f); |
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model.meshes[meshIndex].colors[c + 1] = (unsigned char)(temp[k + 1]*255.0f); |
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model.meshes[meshIndex].colors[c + 2] = (unsigned char)(temp[k + 2]*255.0f); |
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model.meshes[meshIndex].colors[c + 3] = 255; |
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} |
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RL_FREE(temp); |
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RL_FREE(temp); |
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} |
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else TRACELOG(LOG_WARNING, "MODEL: [%s] Color attribute data format not supported", fileName); |
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} |
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else if ((attribute->component_type == cgltf_component_type_r_32f) && (attribute->type == cgltf_type_vec4)) |
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else if (attribute->type == cgltf_type_vec4) // RGBA |
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{ |
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// Init raylib mesh color to copy glTF attribute data |
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model.meshes[meshIndex].colors = RL_MALLOC(attribute->count*4*sizeof(unsigned char)); |
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if (attribute->component_type == cgltf_component_type_r_8u) |
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{ |
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// Init raylib mesh color to copy glTF attribute data |
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model.meshes[meshIndex].colors = RL_MALLOC(attribute->count*4*sizeof(unsigned char)); |
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// Load 4 components of unsigned char data type into mesh.colors |
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LOAD_ATTRIBUTE(attribute, 4, unsigned char, model.meshes[meshIndex].colors) |
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} |
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else if (attribute->component_type == cgltf_component_type_r_16u) |
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{ |
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// Init raylib mesh color to copy glTF attribute data |
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model.meshes[meshIndex].colors = RL_MALLOC(attribute->count*4*sizeof(unsigned char)); |
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// Load data into a temp buffer to be converted to raylib data type |
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unsigned short *temp = RL_MALLOC(attribute->count*4*sizeof(unsigned short)); |
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LOAD_ATTRIBUTE(attribute, 4, unsigned short, temp); |
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// Convert data to raylib color data type (4 bytes) |
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for (unsigned int c = 0; c < attribute->count*4; c++) model.meshes[meshIndex].colors[c] = (unsigned char)(((float)temp[c]/65535.0f)*255.0f); |
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RL_FREE(temp); |
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} |
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else if (attribute->component_type == cgltf_component_type_r_32f) |
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{ |
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// Init raylib mesh color to copy glTF attribute data |
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model.meshes[meshIndex].colors = RL_MALLOC(attribute->count*4*sizeof(unsigned char)); |
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// Load data into a temp buffer to be converted to raylib data type |
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float *temp = RL_MALLOC(attribute->count*4*sizeof(float)); |
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LOAD_ATTRIBUTE(attribute, 4, float, temp); |
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// Load data into a temp buffer to be converted to raylib data type |
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float *temp = RL_MALLOC(attribute->count*4*sizeof(float)); |
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LOAD_ATTRIBUTE(attribute, 4, float, temp); |
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// Convert data to raylib color data type (4 bytes), we expect the color data normalized |
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for (unsigned int c = 0; c < attribute->count*4; c++) model.meshes[meshIndex].colors[c] = (unsigned char)(temp[c]*255.0f); |
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// Convert data to raylib color data type (4 bytes), we expect the color data normalized |
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for (unsigned int c = 0; c < attribute->count*4; c++) model.meshes[meshIndex].colors[c] = (unsigned char)(temp[c]*255.0f); |
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RL_FREE(temp); |
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RL_FREE(temp); |
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} |
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else TRACELOG(LOG_WARNING, "MODEL: [%s] Color attribute data format not supported", fileName); |
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} |
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else TRACELOG(LOG_WARNING, "MODEL: [%s] Color attribute data format not supported", fileName); |
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} |
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// NOTE: Attributes related to animations are processed separately |
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@ -5288,49 +5390,92 @@ static Model LoadGLTF(const char *fileName) |
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// if data is provided in any other format, it is converted to supported format but |
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// it could imply data loss (a warning message is issued in that case) |
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if (p">(attribute->type == cgltf_type_vec4) && (attribute->component_type == cgltf_component_type_r_8u)) |
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if (attribute->type == cgltf_type_vec4) |
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{ |
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// Load attribute: vec4, u8 (unsigned char) |
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model.meshes[meshIndex].boneIds = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(unsigned char)); |
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LOAD_ATTRIBUTE(attribute, 4, unsigned char, model.meshes[meshIndex].boneIds) |
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} |
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else if ((attribute->type == cgltf_type_vec4) && (attribute->component_type == cgltf_component_type_r_16u)) |
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{ |
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// Load attribute: vec4, u16 (unsigned short) |
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unsigned short *boneIds = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(unsigned short)); |
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LOAD_ATTRIBUTE(attribute, 4, unsigned short, boneIds); |
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// Convert and update boneIds to required data format |
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bool boneIdOverflowWarning = false; |
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model.meshes[meshIndex].boneIds = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(unsigned char)); |
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for (int b = 0; b < model.meshes[meshIndex].vertexCount*4; b++) |
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if (attribute->component_type == cgltf_component_type_r_8u) |
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{ |
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// Init raylib mesh boneIds to copy glTF attribute data |
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model.meshes[meshIndex].boneIds = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(unsigned char)); |
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// Load attribute: vec4, u8 (unsigned char) |
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LOAD_ATTRIBUTE(attribute, 4, unsigned char, model.meshes[meshIndex].boneIds) |
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} |
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else if (attribute->component_type == cgltf_component_type_r_16u) |
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{ |
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if ((boneIds[b] > 255) && !boneIdOverflowWarning) |
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// Init raylib mesh boneIds to copy glTF attribute data |
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model.meshes[meshIndex].boneIds = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(unsigned char)); |
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// Load data into a temp buffer to be converted to raylib data type |
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unsigned short *temp = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(unsigned short)); |
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LOAD_ATTRIBUTE(attribute, 4, unsigned short, temp); |
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// Convert data to raylib color data type (4 bytes) |
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bool boneIdOverflowWarning = false; |
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for (int b = 0; b < model.meshes[meshIndex].vertexCount*4; b++) |
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{ |
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TRACELOG(LOG_WARNING, "MODEL: [%s] Joint attribute data format (u16) overflow", fileName); |
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boneIdOverflowWarning = true; |
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if ((temp[b] > 255) && !boneIdOverflowWarning) |
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{ |
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TRACELOG(LOG_WARNING, "MODEL: [%s] Joint attribute data format (u16) overflow", fileName); |
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boneIdOverflowWarning = true; |
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} |
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// Despite the possible overflow, we convert data to unsigned char |
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model.meshes[meshIndex].boneIds[b] = (unsigned char)temp[b]; |
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} |
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// Despite the possible overflow, we convert data to unsigned char |
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model.meshes[meshIndex].boneIds[b] = (unsigned char)boneIds[b]; |
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RL_FREE(temp); |
|
|
|
} |
|
|
|
else TRACELOG(LOG_WARNING, "MODEL: [%s] Joint attribute data format not supported", fileName); |
|
|
|
} |
|
|
|
else TRACELOG(LOG_WARNING, "MODEL: [%s] Joint attribute data format not supported", fileName); |
|
|
|
} |
|
|
|
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_weights) // WEIGHTS_n (vec4 / u8, u16, f32) |
|
|
|
else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_weights) // WEIGHTS_n (vec4, u8n/u16n/f32) |
|
|
|
{ |
|
|
|
cgltf_accessor *attribute = data->meshes[i].primitives[p].attributes[j].data; |
|
|
|
|
|
|
|
if (p">(attribute->type == cgltf_type_vec4) && (attribute->component_type == cgltf_component_type_r_32f)) |
|
|
|
if (attribute->type == cgltf_type_vec4) |
|
|
|
{ |
|
|
|
// Init raylib mesh bone weight to copy glTF attribute data |
|
|
|
model.meshes[meshIndex].boneWeights = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(float)); |
|
|
|
|
|
|
|
// Load 4 components of float data type into mesh.boneWeights |
|
|
|
// for cgltf_attribute_type_weights we have: |
|
|
|
// - data.meshes[0] (256 vertices) |
|
|
|
// - 256 values, provided as cgltf_type_vec4 of float (4 byte per joint, stride 16) |
|
|
|
LOAD_ATTRIBUTE(attribute, 4, float, model.meshes[meshIndex].boneWeights) |
|
|
|
// TODO: Support component types: u8, u16? |
|
|
|
if (attribute->component_type == cgltf_component_type_r_8u) |
|
|
|
{ |
|
|
|
// Init raylib mesh bone weight to copy glTF attribute data |
|
|
|
model.meshes[meshIndex].boneWeights = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(float)); |
|
|
|
|
|
|
|
// Load data into a temp buffer to be converted to raylib data type |
|
|
|
unsigned char *temp = RL_MALLOC(attribute->count*4*sizeof(unsigned char)); |
|
|
|
LOAD_ATTRIBUTE(attribute, 4, unsigned char, temp); |
|
|
|
|
|
|
|
// Convert data to raylib bone weight data type (4 bytes) |
|
|
|
for (unsigned int b = 0; b < attribute->count*4; b++) model.meshes[meshIndex].boneWeights[b] = (float)temp[b]/255.0f; |
|
|
|
|
|
|
|
RL_FREE(temp); |
|
|
|
} |
|
|
|
else if (attribute->component_type == cgltf_component_type_r_16u) |
|
|
|
{ |
|
|
|
// Init raylib mesh bone weight to copy glTF attribute data |
|
|
|
model.meshes[meshIndex].boneWeights = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(float)); |
|
|
|
|
|
|
|
// Load data into a temp buffer to be converted to raylib data type |
|
|
|
unsigned short *temp = RL_MALLOC(attribute->count*4*sizeof(unsigned short)); |
|
|
|
LOAD_ATTRIBUTE(attribute, 4, unsigned short, temp); |
|
|
|
|
|
|
|
// Convert data to raylib bone weight data type |
|
|
|
for (unsigned int b = 0; b < attribute->count*4; b++) model.meshes[meshIndex].boneWeights[b] = (float)temp[b]/65535.0f; |
|
|
|
|
|
|
|
RL_FREE(temp); |
|
|
|
} |
|
|
|
else if (attribute->component_type == cgltf_component_type_r_32f) |
|
|
|
{ |
|
|
|
// Init raylib mesh bone weight to copy glTF attribute data |
|
|
|
model.meshes[meshIndex].boneWeights = RL_CALLOC(model.meshes[meshIndex].vertexCount*4, sizeof(float)); |
|
|
|
|
|
|
|
// Load 4 components of float data type into mesh.boneWeights |
|
|
|
// for cgltf_attribute_type_weights we have: |
|
|
|
// - data.meshes[0] (256 vertices) |
|
|
|
// - 256 values, provided as cgltf_type_vec4 of float (4 byte per joint, stride 16) |
|
|
|
LOAD_ATTRIBUTE(attribute, 4, float, model.meshes[meshIndex].boneWeights) |
|
|
|
} |
|
|
|
else TRACELOG(LOG_WARNING, "MODEL: [%s] Joint weight attribute data format not supported, use vec4 float", fileName); |
|
|
|
} |
|
|
|
else TRACELOG(LOG_WARNING, "MODEL: [%s] Joint weight attribute data format not supported, use vec4 float", fileName); |
|
|
|
} |
|
|
|